Yeah, the majority of the ones we put up over the last few days are unstable or finicky in execution in most random situations. So I went through them to see what work best as BnB Bounce juggles. This is what is working well for me right now, even off axis. The first one you added a few posts up:

Keep in mind ;
if you are too much off axis when you launch, use this ...1,d+2, [RDS 2], RDS 1,4 S!...

if you get a side wallsplat, use this ;
(sidestep if necessary) ...1,d+2, [RDS 2], RDS 1,4 S!...
<side wallsplat after wall carry> 1,2,1 or f,F+1,D, free AOP 4 or d+1, WS+4 or u/f+4, free d/f+2~1_f,F+3 or 4~3 or d+4 depending on how you wallsplat.

If you want to carry your opponent to the wall you can use f+2,1,4 or f+2,1 or f+2, into d+1, WS+4 depending on the distance.

The last hit of f+2,1,4 whiffs off axis left, to avoid this situation you should use u/f+4, free f,F+3 or WR+3, AOP 1+2 as a combo ender.
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standing 3, f,F+3, RDS d+3,4 S! dash, F+2,1,4 52dmg
standing 3, f,F+3, RDS d+3,4 S! dash, neutral, f+3,1,1+2, free d/f+2~1_f,F+3 57-61dmg (you can also use d/f+1 as oki if they stand up you will get their back so you can get a free RDS 4 and d/f+1 hits grounded on bears's side so its guaranteed on them)
standing 3, d/b+3, b+4,4 S! WR+3, AOP 2,1_dash, u/f+4, free f,F+3 45-46dmg (vs bears & Gigas)

f+4, f,F+3, RDS d+3,4 S! dash, F+2,1,4 58dmg
f+4, f,F+3, RDS d+3,<delay>4 S! dash, neutral, f+3,1,1+2, into oki 58dmg (when you delay RDS d+3,4 the angle of the opponent will change and you will get their back with d/f+1 if they stand up)